Beasts of Nurgle

So I really really really dislike the Beasts of Nurgle models both the old and new ones. So decided to make my own, yes not original using the drones but I do like them and I think they work so well.

Plus the idea of the stubby little legs pulling themselves along makes me smile


Daemons Magic – Lore of Tzeentch

Carrying on with the Daemon lores, next up is the Lore of Tzeentch.

Lore Attribute – Fires of Change – We will see this across all 3 lores just with different names. Basically for each wound caused by a spell a unit within 12″ of the caster gets to roll a D6 to see if they get some wounds back. For Tzeentch that means either Horrors and Screamers being able to get more wounds!!

Warpflame – LoT also has an additional rule that affects a lot of its spells in the shape of Warpflame. This means if you cause a wound then the unit in question must take a Toughness test and it either fails and takes an additional D3 wounds with no armour saves OR passes they unit gains regeneration!! So a very fitting rule for Tzeentch if slightly frustrating!

Signature spell: Blue Fire of Tzeentch – A magic missile that does random hits and strength. What you need to expect is strength 6 against goblins and strength 1 versus dragons πŸ˜‰

Treason of Tzeentch – A hex that means a unit has to use the lowest Ld available and can’t benefit from things like inspiring presence or hold your ground!

Pink Fire of Tzeentch – Direct damage spell using the flamer/breath template that moves an artillery dice forward doing random strength Warpflame damage. Not bad possibility to really cover a large area of the enemy if used right (any range extension should be seen as a bonus).

Bolt of Change – Magic missile that does a decent strength hit regardless of the randomness on top of the multiwound effect and working like a Bolt thrower means a flank shot will hurt!

Glean Magic – Direct damage spell targeting an enemy wizard in a ‘duel’. If you win they take a low strength hit (warpflame) but they also lose a magic level and random spell which you gain! The fun to be had with this in the right circumstances.

Tzeentch Firestorm – Small template direct damage spell that is placed by you and scatters randomly anything underneath takes random strength hit (can be boosted to large template but scatters more). Interesting spell and one that is nasty against horde units where the scatter is less of an issue (hopefully).

Infernal gateway – Not as nasty as it once was but when you are doing 2D6 hits & strength then good rolls are still horrible πŸ˜€

So the Lore of Tzeentch – OK a lot of people have complained about the Warpflame rule but I like it yes there are times when it will punish you badly but this is Chaos and it is Tzeentch it is something you should expect and smile about πŸ˜‰

Overall when Tzeentch is with you this lore can kick out some damage and appears to be the monster hunting lore for daemons imagine the likes of cavalry and characters having to use the Ld of their mounts πŸ˜€ and then dropping a nasty high strength (hopefully) spell on them afterwards.

Daemons Magic – Lore of Nurgle

Carrying on with the Daemon lores, next up is the Lore of Nurgle.

Lore Attribute – Children of Nurgle – We will see this across all 3 lores just with different names. Basically for each wound caused by a spell a unit within 12″ of the caster gets to roll a D6 to see if they get some wounds back. For Nurgle it isΒ  Plaguebearers and Nurglings..

Signature spell: Stream of Corruption – Flamer/breath template direct damage spell that causes a wound with no armour saves if Tough test is failed. There is a lot of T3 stuff in WFB πŸ˜€

Miasma of Pestilence – Great augment spell that helps protect your units as it lowers WS & I by one or D3 if boosted extremely handy against those elite units like Elves and Warriors of Chaos.

Blades of Putrefaction – Augment spell that grants poison to attacks or boosts it if unit already have it!

Curse of the Leper – A hex spell that reduces target toughness by D3, This will hurt nearly everything in the game a spell your opponent will not want you to get!

Rancid Visitations – A magic missile that does random number of high strength hits, if they then fail a toughness test then they take another set of hits and you keep going till it is passed. Very nice spell that can hurt low toughness armies a lot!

Fleshy Abundance – Another augment spell that grants regeneration (can boost units that have it already). Handy to have around unless you are dealing with fire..

Plague wind – Vortex (remains in play) spell. So the small template moves artillery dice x casters magic level. (misfire centre on caster and moves random direction number of inches of magic level)

Anything that it passes over needs to pass a toughness test or take a wound with no armour save. It continues to move artillery dice a turn untill recast or misfire rolled. You can boost it to use the large template if you want. Continues the theme of Nurgle spells and is not to bad if you misfire as your Nurgle guys have decent Toughness.

So the Lore of Nurgle, like the other Daemon lores I like itΒ  the amount of T3 armies that are around in WFB means that you have some decent chance to hurt many things with this lore πŸ™‚ I honestly cannot see a bad spell in there, maybe Plague Wind but I am not a fan of Vortices..